Telepath - 10 Levels
To qualify to become a Telepath, a character must fulfill the following criteria:
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks.
Feats: Psychic Ability
Level 10 Character
The Telepath’s class skills are as follows.
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Use Psionic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
1st
+1
+1
+1
+2
Psionic skills, psionic powers
+0
2nd
+1
+1
+1
+3
Trigger power, psionic powers
+1
3rd
+2
+1
+1
+3
Bonus feat, psionic powers
+1
4th
+2
+1
+2
+4
Power crystal, psionic powers
+2
5th
+2
+2
+2
+4
Trigger power, psionic powers
+2
6th
+3
+2
+3
+5
Bonus feat, psionic powers
+3
7th
+3
+3
+3
+6
Combat manifestation, psionic powers
+3
8th
+4
+3
+4
+6
Trigger power, psionic powers
+4
9th
+4
+4
+5
+7
Bonus feat, psionic powers
+4
10th
+5
+4
+6
+8
Maximize power, psionic powers
+5
- Powers 0 through 5 Known By Level -
Level
Power Points/Day
- 0 lvl Power - -
1st lvl Power -
- 2nd lvl Power - -
3rd lvl Power --
4th lvl Power -
- 5th lvl Power -
1st
2
3
1
-
-
-
-
2nd
3
3
2
-
-
-
-
3rd
4
3
3
-
-
-
-
4th
7
4
3
1
-
-
-
5th
10
4
3
2
-
-
-
6th
15
4
3
2
1
-
-
7th
20
5
4
3
2
-
-
8th
25
5
4
3
2
1
-
9th
30
5
5
4
3
3
-
10th
40
6
5
4
3
3
3
Telepaths receive a Charisma based Power Point Bonus, per day, equal to the following:
Charisma Score
Power Point Bonus Per Day
12-13
2
14-15
4
16-17
6
18-19
8
20-21
10
22-23
12
24-25
14
Combat Manifestation
The Psionic becomes adept at manifesting psionic powers in combat. He gets a +4 bonus on Concentration checks to manifest a power while on the defensive.
Maximize Power
The Telepath learns to manifest psionic powers to maximum effect. AIl variable, numeric effects of a maximized power automatically achieve their maximum values. A maximized power deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Powers without random variables are not
affected. A maximized power costs a number of power points equal to its normal cost +6.
Power Crystal
At 4th level, the Telepath can store excess power points in a power crystal specially attuned to him. Encoding the crystal takes 24 hours and requires a gem with a purchase DC of 20. When complete, the power crystal is a psionically charged crystalline stone no more than an inch in diameter. A Telepath can possess no more than one power crystal at a time. A power crystal ¡s imbued with 5 power points when it is created. A Psion in possession of one can call upon these power points at any time and use them just as he would his natural power points. Once the crystal is depleted. the Telepath must refill it using up to 5 power points from his own reserves. A power crystal can be recharged after a Telepath has rested and renewed his own reserves of power points for the day.
Trigger Power
At 2nd, 5th, and 8th level, the Telepath chooses one psionic power that he can attempt to manifest for no power point cost. At each of these Levels, you select one 0-, 1st-, 2nd-, or 3rd-level power you can use. From that point on, you can attempt to trigger that power without paying its cost. To trigger a power. you must have enough power points to cover the normal cost of the power manifestation. Then, make an ability check appropriate to the power. If you succeed at the ability check, the power manifests with no cost in power points. If the check fails, you pay the power point cost and the power manifests. DCs for the ability check depend on the level of the power: 0-level, DC 11; 1st-leveL, DC 13; 2nd-level, DC 15; and 3rd-level, DC 17.
Battle Mind - 10 Levels
To qualify to become a Battle Mind, a character must fulfill the following criteria:
BAB: +3
Skills: Jump 6 ranks.
Feats: Psychic Ability
Level 10 Character
The Battle Mind’s class skills are as follows.
Balance (Dex), Climb (Str), Concentration (Con), Drive (Dex), Jump (Str), Knowledge (Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Speak Language (none), Spot (Wis), Swim (Str),
Use Psionic Device (Cha).
Battleminds receive a Constitution based Power Point Bonus, per day, equal to the following:
Constitution Score
Power Point Bonus Per Day
12-13
2
14-15
4
16-17
6
18-19
8
20-21
10
22-23
12
24-25
14
Imprint Tattoo
Starting at 2nd level, a Battle Mind can create tattoos on his body that can be used to invoke psionic powers. At this level, a tattoo is a single-use item that duplicates the effect of a particular power. Imprinting a tattoo takes one day. The purchase DC for the raw materials to imprint a tattoo is 15 + the tattoo’s power level + the tattoo’s manifester level, The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials. Finally, the Battle Mind makes a Craft (visual arts) check, The DC for the check is 10 + the power level + the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials.
Improved Imprint Tattoo
Starting at 7th level, a Battle Mind can create tattoos on their body or someone else's body that can be used to invoke psionic powers. At this level, a tattoo is a single-use item that duplicates the effect of a particular power. Imprinting a tattoo takes one day. The purchase DC for the raw materials to imprint a tattoo is 15 + the tattoo’s power level + the tattoo’s manifester level, The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials. The XP cost is doubled for placing psonic tattoos on a magic user. So the cost for magic users ends up equal to the power level x the manifester level x the purchase DC x 2. Half of the XP cost may be paid by the person receiving the tattoo. Finally, the Battle Mind makes a Craft (visual arts) check, The DC for the check is 10 + the power level + the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials. Finally, if a the tattoo is created on a non-psionic, then the use of a Psionic Wand is needed to activate the tattoo.
Imprint Tattoo Mastery
At 10th level, a Battle Mind has mastered the art of Psionically Imprinted Tattoos and can create tattoos on their body and someone else's body that can be used to invoke psionic powers. At this level, a tattoo can be a single-use item that duplicates the effect of a particular power or can be made permanent, depending on the power (There will be a list of powers that can be made permanent). Imprinting a tattoo takes one day for temporary and one day x the power level for permanent (At least 8 hours of work per day). For temporary tattoos, the purchase DC for the raw materials to imprint a tattoo is 15 + the tattoo’s power level + the tattoo’s manifester level. The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials. The XP cost is quadruped for placing permanent psonic tattoos on a magic user. So the cost for magic users ends up equal to the power level x the manifester level x the purchase DC x 4. Half of the XP cost may be paid by the person receiving the tattoo. Finally, the Battle Mind makes a Craft (visual arts) check, The DC for the check is 10 + the power level + the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials. And as noted previously, if a the tattoo is created on a non-psionic, then the use of a Psionic Wand is needed to activate the tattoo.
Psi-Blade
At 2nd level, a Battle Mind can manifest a glowing blade of mental energy. This 1-foot-long blade extends from the Battle Mind’s fist. It can be manifested as a move action, and it lasts for a number of rounds equal to the Battle Mind’s level or until the Battle Mind wills it to dissipate. They can create another one on her next move action, as long as the Battle Mind’s power point reserve is 1 or more. The psi-blade deals 1d6 points of piercing damage. At 3rd level, her psi-blade gains a +1 enhancement bonus. At 5th level the enhancement bonus improves to ÷2. At 7th level, it improves to +3, and at 9th level it improves to +4. The Battle Mind can apply the Weapon Focus or Weapon Finesse feats to their psi-blade.
Improved Psi-Blade
At 7th level, a Battle Minds psi-blade increases in damage capability. It now deals 1d8 points of piercing damage on a successful attack.
Ultimate Psi-Blade
At 10th level, a Battle Mind’s psi-blade increases further in damage capability. It now deals 2d6 points of piercing damage on a successful attack.
Psionic Wand Creation
At 7th level, a Battlemind is trained on the creation of a Psionic Wand for the purposes of activating psionic tattoos on non-psionics. This device is create from an imbued activation crystal (similar, but not the same as a power crystal) and imbued piece of hardwood. The wand costs 1,000XP to produce and can hold up to 15 power points. This XP cost must be paid by the BattleMind. It can be recharged once it runs out, by the Battle Mind, for the user. It requires no skill check on the part of the person with the tattoo to use the wand. They must simply use a move action to touch the wand to the tattoo to activate the tattoo. The power points are drained from the wand accordingly. These wands can be broken or otherwise destroyed if not taken care of. They are not considered artifacts, just psionic items.
Improved Psionic Wand Creation
At 10 level, a Battlemind has mastered the art of the creation of a Psionic Wand. These wands are similar in that they are create from an imbued activation crystal and imbued piece of hardwood. These improved wands costs 3,000XP to produce and can hold up to 30 power points. This XP cost must be paid by the Battle Mind. However, these wands will recharge themselves slowly over time using ambient psionic energy. The rate of recharge is 3 power points per day. It can be recharged by the Battle Mind, for the user as well. It requires no skill check on the part of the person with the tattoo to use the wand. They must simply use a move action to touch the wand to the tattoo to activate the tattoo. The power points are drained from the wand accordingly. These wands can be broken or otherwise destroyed if not taken care of. They are not considered artifacts, just psionic items.
Psychic Shield
At 4th level, a Battle Mind can manifest a shield of psychic energy, outlining her body in a barely perceptible glowing nimbus that provides a +3 equipment bonus to Defense. The shield can be manifested as a move action, and it lasts for a number of rounds equal to the Battle Mind’s level or until they will it to dissipate. They can create another shield
on their next move action, as long as their power point reserve is 1 or more.
Improved Psychic Shield
At 8th level, a Battle Mind’s psychic shield improves. It now provides a +6 equipment bonus to Defense.
Telepath - 10 Levels
To qualify to become a Telepath, a character must fulfill the following criteria:
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks.
Feats: Psychic Ability
Level 10 Character
The Telepath’s class skills are as follows.
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Use Psionic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
Combat Manifestation
The Psionic becomes adept at manifesting psionic powers in combat. He gets a +4 bonus on Concentration checks to manifest a power while on the defensive.
Maximize Power
The Telepath learns to manifest psionic powers to maximum effect. AIl variable, numeric effects of a maximized power automatically achieve their maximum values. A maximized power deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Powers without random variables are not
affected. A maximized power costs a number of power points equal to its normal cost +6.
Power Crystal
At 4th level, the Telepath can store excess power points in a power crystal specially attuned to him. Encoding the crystal takes 24 hours and requires a gem with a purchase DC of 20. When complete, the power crystal is a psionically charged crystalline stone no more than an inch in diameter. A Telepath can possess no more than one power crystal at a time. A power crystal ¡s imbued with 5 power points when it is created. A Psion in possession of one can call upon these power points at any time and use them just as he would his natural power points. Once the crystal is depleted. the Telepath must refill it using up to 5 power points from his own reserves. A power crystal can be recharged after a Telepath has rested and renewed his own reserves of power points for the day.
Trigger Power
At 2nd, 5th, and 8th level, the Telepath chooses one psionic power that he can attempt to manifest for no power point cost. At each of these Levels, you select one 0-, 1st-, 2nd-, or 3rd-level power you can use. From that point on, you can attempt to trigger that power without paying its cost. To trigger a power. you must have enough power points to cover the normal cost of the power manifestation. Then, make an ability check appropriate to the power. If you succeed at the ability check, the power manifests with no cost in power points. If the check fails, you pay the power point cost and the power manifests. DCs for the ability check depend on the level of the power: 0-level, DC 11; 1st-leveL, DC 13; 2nd-level, DC 15; and 3rd-level, DC 17.
Battle Mind - 10 Levels
To qualify to become a Battle Mind, a character must fulfill the following criteria:
BAB: +3
Skills: Jump 6 ranks.
Feats: Psychic Ability
Level 10 Character
The Battle Mind’s class skills are as follows.
Balance (Dex), Climb (Str), Concentration (Con), Drive (Dex), Jump (Str), Knowledge (Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Speak Language (none), Spot (Wis), Swim (Str),
Use Psionic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Imprint Tattoo
Starting at 2nd level, a Battle Mind can create tattoos on his body that can be used to invoke psionic powers. At this level, a tattoo is a single-use item that duplicates the effect of a particular power. Imprinting a tattoo takes one day. The purchase DC for the raw materials to imprint a tattoo is 15 + the tattoo’s power level + the tattoo’s manifester level, The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials. Finally, the Battle Mind makes a Craft (visual arts) check, The DC for the check is 10 + the power level + the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials.
Improved Imprint Tattoo
Starting at 7th level, a Battle Mind can create tattoos on their body or someone else's body that can be used to invoke psionic powers. At this level, a tattoo is a single-use item that duplicates the effect of a particular power. Imprinting a tattoo takes one day. The purchase DC for the raw materials to imprint a tattoo is 15 + the tattoo’s power level + the tattoo’s manifester level, The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials. The XP cost is doubled for placing psonic tattoos on a magic user. So the cost for magic users ends up equal to the power level x the manifester level x the purchase DC x 2. Half of the XP cost may be paid by the person receiving the tattoo. Finally, the Battle Mind makes a Craft (visual arts) check, The DC for the check is 10 + the power level + the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials. Finally, if a the tattoo is created on a non-psionic, then the use of a Psionic Wand is needed to activate the tattoo.
Imprint Tattoo Mastery
At 10th level, a Battle Mind has mastered the art of Psionically Imprinted Tattoos and can create tattoos on their body and someone else's body that can be used to invoke psionic powers. At this level, a tattoo can be a single-use item that duplicates the effect of a particular power or can be made permanent, depending on the power (There will be a list of powers that can be made permanent). Imprinting a tattoo takes one day for temporary and one day x the power level for permanent (At least 8 hours of work per day). For temporary tattoos, the purchase DC for the raw materials to imprint a tattoo is 15 + the tattoo’s power level + the tattoo’s manifester level. The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level x the manifester level x the purchase DC of the raw materials. The XP cost is quadruped for placing permanent psonic tattoos on a magic user. So the cost for magic users ends up equal to the power level x the manifester level x the purchase DC x 4. Half of the XP cost may be paid by the person receiving the tattoo. Finally, the Battle Mind makes a Craft (visual arts) check, The DC for the check is 10 + the power level + the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials. And as noted previously, if a the tattoo is created on a non-psionic, then the use of a Psionic Wand is needed to activate the tattoo.
Psi-Blade
At 2nd level, a Battle Mind can manifest a glowing blade of mental energy. This 1-foot-long blade extends from the Battle Mind’s fist. It can be manifested as a move action, and it lasts for a number of rounds equal to the Battle Mind’s level or until the Battle Mind wills it to dissipate. They can create another one on her next move action, as long as the Battle Mind’s power point reserve is 1 or more. The psi-blade deals 1d6 points of piercing damage. At 3rd level, her psi-blade gains a +1 enhancement bonus. At 5th level the enhancement bonus improves to ÷2. At 7th level, it improves to +3, and at 9th level it improves to +4. The Battle Mind can apply the Weapon Focus or Weapon Finesse feats to their psi-blade.
Improved Psi-Blade
At 7th level, a Battle Minds psi-blade increases in damage capability. It now deals 1d8 points of piercing damage on a successful attack.
Ultimate Psi-Blade
At 10th level, a Battle Mind’s psi-blade increases further in damage capability. It now deals 2d6 points of piercing damage on a successful attack.
Psionic Wand Creation
At 7th level, a Battlemind is trained on the creation of a Psionic Wand for the purposes of activating psionic tattoos on non-psionics. This device is create from an imbued activation crystal (similar, but not the same as a power crystal) and imbued piece of hardwood. The wand costs 1,000XP to produce and can hold up to 15 power points. This XP cost must be paid by the BattleMind. It can be recharged once it runs out, by the Battle Mind, for the user. It requires no skill check on the part of the person with the tattoo to use the wand. They must simply use a move action to touch the wand to the tattoo to activate the tattoo. The power points are drained from the wand accordingly. These wands can be broken or otherwise destroyed if not taken care of. They are not considered artifacts, just psionic items.
Improved Psionic Wand Creation
At 10 level, a Battlemind has mastered the art of the creation of a Psionic Wand. These wands are similar in that they are create from an imbued activation crystal and imbued piece of hardwood. These improved wands costs 3,000XP to produce and can hold up to 30 power points. This XP cost must be paid by the Battle Mind. However, these wands will recharge themselves slowly over time using ambient psionic energy. The rate of recharge is 3 power points per day. It can be recharged by the Battle Mind, for the user as well. It requires no skill check on the part of the person with the tattoo to use the wand. They must simply use a move action to touch the wand to the tattoo to activate the tattoo. The power points are drained from the wand accordingly. These wands can be broken or otherwise destroyed if not taken care of. They are not considered artifacts, just psionic items.
Psychic Shield
At 4th level, a Battle Mind can manifest a shield of psychic energy, outlining her body in a barely perceptible glowing nimbus that provides a +3 equipment bonus to Defense. The shield can be manifested as a move action, and it lasts for a number of rounds equal to the Battle Mind’s level or until they will it to dissipate. They can create another shield
on their next move action, as long as their power point reserve is 1 or more.
Improved Psychic Shield
At 8th level, a Battle Mind’s psychic shield improves. It now provides a +6 equipment bonus to Defense.